Discussion in 'Vehicles' started by f1ligue, Jan 27, 2012.
F1ligue I would not pay any attention, that is looking truly superb, great job !
if, grabs the good things that you say people who know, the rest forget it. Great job and fun to take your car. should be blemish of physics as something that is not when you load the front and rear spoiler. I like it. When you done I hope we can test the mod and all that we are not lab rats. I mean?
there are ALWAYS people who just criticize. more people APPRECIATE your work, however !
this afternoon out work a had a great time looking at this live modding,thank you for that!! great job.
and i am in a F1 liga and cant say how much i aleady enjoy the redbulls and the progres it has made since the first release.
we drive with all help off and its a bitch to drive like that but already a lot of fun.
and not to offend isi but with those cars that are in the beta i lost intrest whitin a week.
keep on the good work on this F1 cars and i am already a fan..
will give some feedback after really have tested this but you have so quck new updates on the redbull even isi can learn something about updates :-0
In rF2 tire model something like slip curve doesnt exist Tire model is very physical and its modelled in realtime from actual real world physics(geometry, materials etc).
f1ligue - sorry, but dont go with this mod to public. Keep it in your private league. We dont want bad mods on rF2.
f1ligue, do you have any real data to create f1 mod? Any?
I'm just curious.
// Dry:S7A/S8B Wet2A/P2B
// Tire brand found in *.hdv files refer to file name.
// Slip curves do not represent the coefficient of grip. Instead they represent
// the reaction to the current slip. Regardless of the peak value in this curve,
// it will be automatically normalized to have a peak of 1.0.
// The peak of the slip curve is dynamically adjusted to higher or lower slip
// values based on current load and speed. The second value of "SpeedEffects"
// is an equivalency value for load and speed. To calculate the slip peak, we
// use the following input which is a combination of load and speed:
// <load/speed combination> = <load> + (<speed> * <equivalency>)
// Obviously a larger equivalency value will make speed a more dominant factor
// in the calculation of the peak. See the SpeedEffects, LatPeak, and
// LongPeak tire parameters for more info.
// Slip curve data points are connected using a cubic spline, so there is no
// need to use a massive amount of data points unless the curve is really busy.
// Lateral slip angles are normalized so that you need to take the sine of the
// angle to get the slip. For example, 12 degrees is a slip of 0.208 and vice
// versa. Longitudinal slip ratios closely match the SAE definition.
// All curves should probably go out to at least a slip of 2.0, even the lateral
// and braking curves. Although locking up your brakes is a slip of 1.0, there
// are situations where you can spin your wheels in the opposite direction of
// your velocity (like shifting into reverse while moving forwards).
// Note that the initial slope of the curve may have an effect on how some
// features behave, such as traction control, ABS, skids, and tire smoke.
// The "DropoffFunction" is a new feature in the [SLIPCURVE] section. It
// describes how the slip curve dropoff is affected when the peak of the
// slip curve changes. The peak of the slip curve may move to a smaller
// or larger slip when load or speed changes. When this happens, the
// slip curve is stretched or shrunk to match. The DropoffFunction parameter
// allows you to affect the behavior beyond the peak when this happens:
// -1.0 = dropoff occurs faster when peak increases
// 0.0 = dropoff curve does NOT change shape when the peak changes
// 1.0 = dropoff curve is stretched or shrunk with the rest of the curve,
// which means the dropoff may feel more gradual as the peak increases.
// This is the default.
people like you need to not download the mod if you don't like it.
DONT RUIN IT FOR EVERYONE !
i dont think so, because codemasters do have the license
we dont need this kind of comment on this youre free to download it and if you dont like it let it be.
try this ,come to holland get a job!
It's not against F1Ligue of course. it's general.
if YOU think a mod is bad = delete it. not everybody has the same exact opinions.
what setups are you guys using?
//Note: settings commented out if using the default
//FinalDriveSetting=6//11/65 (bevel 18/20)
RF2 doesn't use most of the tbc file for human drivers, only a few minor parameters like rim size and starting temp.
You should have known...
Tbh I think this mod is alot of fun Looking forward to the next updates
Downloading this before the link is unavailable.
I guess we unpack mods to the package folder? Like we do with tracks?
Merci f1ligue, en regardant vers l'essayer. Avez-vous un modèle aussi?
Translation: I am asking f1ligue if there is a template available.
Codies has licence for releasing f1 titles, not for collecting data.
If you guys are ok with next fantasy mod... go ahead. But it just turns rF2 into next arcade game.
Don't listen to the haters. Nice mod, keep up the good work
and about install, just read the readme txt
things to do for install are well known now, at least I hope so!
I don't see any haters here, just few guys who are trying to motivate f1ligue to do a better job.
I'm sure they have good intention.
Separate names with a comma.